wow good job
I highly recommend you play Celeste before playing!
Note: You may have to load the game twice (refresh) for it to work.
This is a level editor for Celeste (recreated in TIC-80), created due to the lack of one in the full game (for now).
This is still a work in progress, I will hopefully be adding much more!
Share your levels, suggestions, and (hopefully no) bugs below!
Mouse - Menus
Arrow keys - Move / Scroll while editing
Z - Jump / Switch to test mode while editing
X - Dash / Scroll faster while editing
Up+Left/Right- Climb up
Down+Left/Right - Grab wall
Tip: As any type of file can be uploaded to itch.io, you can upload your .map file for your levels, too.
Log in with itch.io to leave a comment.
i made a honeycomb sprite sheet. like it?
Everything still works as intendet :)
Is there a way to save it, instead of having to make a screenshot?
how can I share my level? do I have to upload it to itch.io or something?
Hey can you add advanced controls?
it me again. is a new celeste editor idea still a thing?
Hopefully I'll get around to it at some point this year, though the other two problems from the last devlog still stand.
Maybe in the updated version you can add those dash panels?(the ones that make you sore through it)
You mean these ones?
Not sure how the graphics for them would work in a browser but I would definitely try to include them in some way.
thank you (if you cant than its ok game still good :D)
maybe they could be made with the line function, I feel like that would capture the effect with multiple lines for the sides. It would probably lag horribly tho when you do the math for the lines position. As well as the difficulty in capturing how it looks in game with the low screen resolution on tic-80.
the game doesn't load for me i tried to refresh about 3 times and still nothing ;-;
Hello again! I made my first level using this!
But I experienced one issue. While I was play-testing my level, I noticed an error and needed to fix it. However, after I initially set the start and end points, the "New level" option on the title screen suddenly turned into "Save level", permanently locking me out from changing the level. I had to go into the TIC-80 map editor to fix the error (while everything else was created in the level editor).
Please fix this asap!
You're supposed to place the start and end points once your level is finished, which locks editing so that you can share your level. As you can see I didn't do a very good job of communicating this, but it's not a bug. I'm not updating this version any further, but in a new version that could use its own file format rather than TIC-80's .map files this wouldn't be a problem.
For now, you can still load maps made using the TIC-80 editor back into the normal editor (once the start and end points have been removed) and continue as normal.
The error was related to how high the player can jump to get a strawberry above her. It was one space too high. I didn't realize this at first, because I couldn't collect the strawberries when I was making my level. Please let us collect strawberries when making levels.
hi , windows version? D:
Don't see why you'd need a windows version since it's a web game? If you want to play it offline you can either use the itch app, or download the cart and use TIC-80.
I found out that a winged strawberry fly's upwards even if you're dashing one room above it.. why?
im working on new textures again.. but it would be really cool if you could tell me how to make sprites to hazards. Also having to know to to make an animated sprite (like the heart, just 1x1)Would make up for crazy possibilitys. you can just type down the code so i can use it.
could you do that for me please?
or can i even make a specific color deadly?
this might sound dumb.. but as i sad. i have almost no experience.
The code really isn't set up to easily make changes like that, but it's possible.
Hazards are stored at line 590, "if tils(px,py,px+7,py+7, [tile index] ) then die() end" will turn [tile index] into a hazard.
The heart is not actually an animated tile but a sprite drawn at the level's end. TIC-80 does have support for animated tiles through writing special "remap" functions, but this game does not use one.
Making a specific colour deadly is possible but much more difficult than making a tile deadly, I'd stick with the method I described above.
If you're this interested in modding Celesteditor have you considered trying to make your own game? Making something like this isn't as complicated as it might seem using a tutorial like this one, and it would mean that you aren't restricted to building off of someone else's game.
Is there any way to export the palette? couse it always ruins the textures after coming back to this projekt
Not as far as I'm aware. You could write code that applies a custom palette, then copy and paste it into the top of the code editor when you import the sprites.
well.. as a sulution i could just have this site open all time so i wont losed progress.. or i could write down the coulour codes.. but it still takes 15 minutes to finish off the coloring.. OOF
soo.. am i able to save sprites and textures by saving and exporting the level that uses the sprites?
Using "export map" saves your level only, using "export sprites" saves your sprites. You can then use "import sprites" to load the sprites again.
I have played Celeste a lot, and hope to improve my level design with Chapter 2.
It doesn't load no matter how often I refresh the page.
Is there some change that my computer process or something? I just wanna know.
What browser/OS are you using? That might have something to do with it.
Safari.. but I'll check out some other browsers
I tried google chrome now, and it worked.. not that I have this nice little game, I have some suggestions. not some new blocks, even if this would be obviously really cool. 1. I'd like to being able to change the controls, without going through the codes and maybe accidentally breaking the game. like putting jump on "c" instead of "x". 2. when you touch a spike, you always die. even when it used to not hurt you if you jump from underneath. now, I don't know how hard coding and all of that stuff is, but im sure you'll do a good job at implementing these two suggestions. but the controls is really the most important thing to me, especially since I played piccolo-celeste really often and sticked to its controls.
also some more music would be great.. but that's just a small thing.
Have you uhh, tried clicking on the game itself? One of the first comments on this said,
"it's not working for me"
later he said,
"Edit: Holy s@#t it worked this time!
Edit part 2:I didn't know you had to click on the screen. :/"
Well, I found some (hopefully no didn't stop me from finding these) bugs. (Don't know if some of these are a bug or intentional)
If a spring is placed on a disappearing block, the spring doesn't always activate the disapearance of the block below it and the spring stays there if the block below disapears.
Transitioning between screens doesn't replenish your dash.
If you are a screen above a flying strawberry and you dash, the strawberry will fly up from the screen below.
When trying to climb on the left wall of a 1 tile wide area, the particles of the climb are on the left and Madeline will be on the right.
Trying to vertically jump into 1 tile wide areas is incredibly difficult.
Have no clue what causes this, but sometimes you will just continuously slide on ice tiles.
The music can get out of sync with the gameplay if you go into the tic menu, the game code, sprites, map, sfx, or music and stay there for a bit.
As I've said before, if I was going to update this I would just rebuild the game from scratch, hopefully with none of these problems. However, the music bug is a bug in the engine I'm using, so I can't fix it.
I'm glad you care about my game Aquatix, but given that it's almost 2 years old now I don't think I will be going back to update it.
Nice level! Cool to see someone actually making something with this.
Got this on my first try:
My one suggestion would be to think about the paths a new player will take through the level: Celeste normally has one main path through the level with optional strawberry rooms as dead ends, making it easier to find where you're going.
If DigitPenguin is still working on this project or wanting to work on it again, it would be nice if these could get added:
The ability to switch the music played in the level.
A new demo level.
A way to make custom terrain.
An item that will give Madeline 2 dashes, like the one in the Pico-8 game.
An option to start Madeline with 1 dash or 2 dashes, like in Chapter 6: Reflection you start with 1 dash, in Chapter 7: Summit you start with 2 dashes.
Maybe a screen to select pre-made maps to build off of?
If I ever go back to update this it's likely I'll just rebuild it from scratch due to the amount of bad/old code in the game. The main reason for the lack of features in the game right now is the way the editor and saving system works, which I would also have to update.
Maybe I'll get around to that one day, and if I do most of these wouldn't be hard to implement. Also, what do you mean by "custom terrain"?
Like a menu to make new terrain blocks to use for the level, and the setup for it could look like this:
Edit: Took 20 minutes to make that in MS Paint
This would technically be possible within the lmitations of the engine I'm using, but:
1 - The entire space for the level is already taken up. This could be worked around using compression, but saving custom tiles would still be difficult.
2 - Creating a tile isn't as simple as it seems, 16 different variations would be needed to be made in order to adapt to any placement (which, again, would take up a lot of space in the level file).
3 - I feel like being able to create your own tiles makes it feel less like a Celeste editor, and more of just a platformer engine.
I would like to add more than just the default ice tiles though.
This is amazing, and should honestly be worked on more!
Do you have the *.tic file for this game? When I try to download the cart using the get command, it says file not downloaded :|.
I just want to play this outside of my browser.
I don't think get works for exported browser games, and the version I have on my computer is halfway through an update I never finished which still has some bugs. If you just want to play this offline though, you can download and play any itch.io browser game offline with the app, which can be found here.
And I also find that the demo level of this is way harder for me. Stele, a copy of this game with different graphics and without the editors, I can beat more quicker. It requires VERY PRECISE timing in order to get past the spikes, because 99% of the time, I miss those green balls that make you reach the green heart and finish the level. TIC-80 really needs savestate support!
I wonder why you never released this on the TIC-80 website before Stele was released.
I don't think I even knew the TIC-80 website existed when I made this. If I ever make any other TIC-80 games I'll be sure to put them on there. And yeah, all my games are way too hard (I can barely even beat the demo level now).
It's okay if you can't beat the demo level, platformers are meant to be hard, so if you can't beat it, that's good! Personally, the flying strawberry screen is the hardest part of the demo level.
do "save cartcel.tic" then "get cartcel.tic"
sooo I just made and played a level and in conclusion I think this is pretty good! I would love to see more things to make levels with from other chapters,however it still is amazing keep up the good work! :D
Thanks for playing! Unfortunately, I do not think I will be adding any new content to the game.
Edit: Holy s@#t it worked this time!
Edit part 2:I didn't know you had to click on the screen. :/
it's not working for me
This is so cool! You got the movement down pretty much perfect :D